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This thesis discusses the physical and information theoretical limits of optical 3D metrology, and, based on these principal considerations, introduces a novel single-shot 3D video camera that works close to these limits. There are serious obstacles for a "perfect" 3D-camera: The author explains that it is impossible to achieve a data density better than one third of the available video pixels. Available single-shot 3D cameras yet display much lower data density, because there is one more obstacle: The object surface must be "encoded" in a non-ambiguous way, commonly by projecting sophisticated patterns. However, encoding devours space-bandwidth and reduces the output data density. The dissertation explains how this profound dilemma of 3D metrology can be solved, exploiting just two synchronized video cameras and a static projection pattern. The introduced single-shot 3D video camera, designed for macroscopic live scenes, displays an unprecedented quality and density of the 3D point cloud. The lateral resolution and depth precision are limited only by physics. Like a hologram, each movie-frame encompasses the full 3D information about the object surface and the observation perspective can be varied while watching the 3D movie.
Over the past 25 years, Pixar s team of artists, writers, and directors have shaped the world of contemporary animation with their feature films and shorts. From classics such as Toy Story and A Bug s Life to recent masterpieces such as Up, Toy Story 3, and Cars 2, this comprehensive collection offers a behind-the-scenes tour of every Pixar film to date. Featuring a foreword by Chief Creative Officer John Lasseter, the complete color scripts for every film published in full for the first time as well as stunning visual development art, The Art of Pixar is a treasure trove of rare artwork and an essential addition to the library of animation fans and Pixar enthusiasts.
Scores of examples and problems allow students to hone their skills.
The seven-volume set of LNCS 11301-11307 constitutes the proceedings of the 25th International Conference on Neural Information Processing, ICONIP 2018, held in Siem Reap, Cambodia, in December 2018. The 401 full papers presented were carefully reviewed and selected from 575 submissions. The papers address the emerging topics of theoretical research, empirical studies, and applications of neural information processing techniques across different domains. The 6th volume, LNCS 11306, is organized in topical sections on time-series analysis; social systems; and image and signal processing.
This book encompasses a collection of topics covering recent advances that are important to the Arabic language in areas of natural language processing, speech and image analysis. This book presents state-of-the-art reviews and fundamentals as well as applications and recent innovations.The book chapters by top researchers present basic concepts and challenges for the Arabic language in linguistic processing, handwritten recognition, document analysis, text classification and speech processing. In addition, it reports on selected applications in sentiment analysis, annotation, text summarization, speech and font analysis, word recognition and spotting and question answering.Moreover, it highlights and introduces some novel applications in vital areas for the Arabic language. The book is therefore a useful resource for young researchers who are interested in the Arabic language and are still developing their fundamentals and skills in this area. It is also interesting for scientists who wish to keep track of the most recent research directions and advances in this area.
Game Design Deep Dive: Roguelikes examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon's Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work. The first of its kind talking about the roguelike genre Examines the design and methodology of roguelike games and the different variations A high-level discussion and breakdown of procedural and random content generation Joshua Bycer is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.
The three-volume set LNCS 101164, 11165, and 11166 constitutes the refereed proceedings of the 19th Pacific-Rim Conference on Multimedia, PCM 2018, held in Hefei, China, in September 2018. The 209 regular papers presented together with 20 special session papers were carefully reviewed and selected from 452 submissions. The papers cover topics such as: multimedia content analysis; multimedia signal processing and communications; and multimedia applications and services.
This hands-on textbook/reference presents an introduction to the fundamental aspects of modelling and simulation, both for those wishing to learn about this methodology and also for those who have a need to apply it in their work. The text is supported by illustrative examples, drawn from projects formulated within the domains of discrete-event dynamic systems (DEDS) and continuous-time dynamic systems (CTDS). This updated new edition has been enhanced with new illustrative case studies, and additional examples demonstrating some new features and the effectiveness of the ABCmod conceptual modelling framework. Changes that facilitate the development of simulation models with ABSmod/J are illustrated. New material includes a presentation of the experimentation strategy called "design of experiments" and three new chapters that explore the optimization-simulation interface. Topics and features: presents a goal-based and project-oriented perspective of modelling and simulation; describes the ABCmod framework, an activity-based conceptual modelling framework for DEDS; examines the simulation-optimization interface in both the CTDS and DEDS domains; provides numerous illustrative examples, case studies and useful algorithms, as well as exercises and projects at the end of most chapters; includes appendices on probability and statistics, the GPSS programming environment, and relevant MATLAB features; provides supplementary software and teaching support material at an associated website, including lecture slides and a methodology for organizing student projects. Serving as an essential guide to the foundations of modelling and simulation, this practical primer is ideal for senior undergraduate and junior graduate-level students. Also suitable for self-study, the book will be of great benefit to professionals seeking insight into the vast potential of this rapidly evolving problem-solving paradigm.
This accessible textbook presents an introduction to computer vision algorithms for industrially-relevant applications of X-ray testing. Features: introduces the mathematical background for monocular and multiple view geometry; describes the main techniques for image processing used in X-ray testing; presents a range of different representations for X-ray images, explaining how these enable new features to be extracted from the original image; examines a range of known X-ray image classifiers and classification strategies; discusses some basic concepts for the simulation of X-ray images and presents simple geometric and imaging models that can be used in the simulation; reviews a variety of applications for X-ray testing, from industrial inspection and baggage screening to the quality control of natural products; provides supporting material at an associated website, including a database of X-ray images and a Matlab toolbox for use with the book's many examples.
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs
Recently, there has been considerable progress in the construction and appli- tion of cardiac atlases and computational models which integrate heart shape, function, and physiology. Severalmajorinitiatives haveidenti?ed computational and morphological atlases as a major infrastructural platform, for instance the Physiome project and the European Virtual PhysiologicalHuman project. N- invasive cardiovascular imaging plays an important role in de?ning the com- tational domain, the boundary/initial conditions, and tissue function and pr- erties. Hence, one of the most important current challenges in the ?eld is the development of robust and e?ective methods for the parameterization and p- sonalizationofthesecomputationalmodelsusingonlyminimally-invasiveclinical imaging. However,in orderto evaluatethe model outputandachieveclinical- pact, such personalized models have to be both augmented with and compared to generic knowledge on the healthy and pathological heart. This knowledge can be acquired through the building of statistical models of the heart. Several e?orts are now established to provide web-accessible structural and functional atlases of the normal and pathological heart for clinical, research, and edu- tionalpurposes. Webelievealltheseapproacheswillonlybee?ectivelydeveloped throughcollaborationacrossthe full researchscopeof the imaging andmodeling communities. Integrative models of cardiac function are important for understanding d- ease,evaluating treatment,and planning intervention. To providea focus for the developingarrayoftechniques whichunderpin the applicationofthese models in the clinic a simulation challenge was included in the workshop. The goal of this challenge was to compare strategies for the personaliszation of di?erent cardiac computationalmodelswith experimentaldata. A completedatasetwasprovided in advance, containing the cardiac geometry and ?bre orientations from MRI as well as epicardial transmembrane potentials from optical mapping.
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors.
Divided into five parts (Introduction to Computer Animation and
Technical Background, Motion Capture Techniques, Animating
Substances, Alternate Methods, and Animating with MEL for MAYA),
each one focusing on specific substances, tools, topics, and
languages, this is a MUST-HAVE book for artists interested in
proficiency with the top technology available today Whether you're
a programmer developing new animation functionality or an animator
trying to get the most out of your current animation software,
Computer Animation Complete: will help you work more efficiently
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information you can put to work in any development or customization
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This book presents an overview of smart camera systems, considering practical applications but also reviewing fundamental aspects of the underlying technology. It introduces in a tutorial style the principles of sensing and signal processing, and also describes topics such as wireless connection to the Internet of Things (IoT) which is expected to be the biggest market for smart cameras. It is an excellent guide to the fundamental of smart camera technology, and the chapters complement each other well as the authors have worked as a team under the auspice of GFP(Global Frontier Project), the largest-scale funded research in Korea. This is the third of three books based on the Integrated Smart Sensors research project, which describe the development of innovative devices, circuits, and system-level enabling technologies. The aim of the project was to develop common platforms on which various devices and sensors can be loaded, and to create systems offering significant improvements in information processing speed, energy usage, and size. This book contains extensive reference lists, introduces the reader to the subject in a tutorial style and also reviews state-of-the-art results, which allows it to be used as a guide for starting researchers.
Theidea ofa refereedconferencefor the mathematicalprogrammingcommunity was proposed by Ravi Kannan and William Pulleyblank to the Mathematical Programming Society (MPS) in the late 1980s. Thus IPCO was born, and MPS has sponsored the conference as one of its main events since IPCO I at the University of Waterloo in 1990. The conference has become the main forum for recent results in Integer Programming and Combinatorial Optimization in the non-Symposium years. This volume compiles the papers presented at IPCO XIV held June 9-11, 2010, at EPFL in Lausanne. The scope of papers considered for IPCO XIV is likely broader than at IPCO I. This is sometimes due to the wealth of new questions and directions brought from related areas. It can also be due to the successful application of "math programming" techniques to models not tra- tionally considered. In any case, the interest in IPCO is greater than ever and this is re?ected in both the number (135) and quality of the submissions. The ProgrammeCommittee with 13 memberswasalsoIPCO'slargest. We thankthe members of the committee, as well as their sub-reviewers, for their exceptional (and time-consuming) work and especially during the online committee meeting held over January. The process resulted in the selection of 34 excellent research papers which were presented in non-parallel sessions over three days in L- sanne. Unavoidably, this has meant that many excellent submissions were not able to be included.
The use of digital cameras, personal computers and the Internet has made producing and distributing multimedia content easier today than ever before. The new ISO/MPEG-7 standard enables navigation through this wealth of audio-visual content and is set to revolutionise multimedia technology. Introduction to MPEG-7 takes a systematic approach to the standard and provides a unique overview of the principles and concepts behind audio-visual indexing, metadata description, information retrieval and browsing.
This two-volume set LNAI 10934 and LNAI 10935 constitutes the refereed proceedings of the 14th International Conference on Machine Learning and Data Mining in Pattern Recognition, MLDM 2018, held in New York, NY, USA in July 2018. The 92 regular papers presented in this two-volume set were carefully reviewed and selected from 298 submissions. The topics range from theoretical topics for classification, clustering, association rule and pattern mining to specific data mining methods for the different multi-media data types such as image mining, text mining, video mining, and Web mining.
This book provides an overview of different deep learning-based methods for face recognition and related problems. Specifically, the authors present methods based on autoencoders, restricted Boltzmann machines, and deep convolutional neural networks for face detection, localization, tracking, recognition, etc. The authors also discuss merits and drawbacks of available approaches and identifies promising avenues of research in this rapidly evolving field. Even though there have been a number of different approaches proposed in the literature for face recognition based on deep learning methods, there is not a single book available in the literature that gives a complete overview of these methods. The proposed book captures the state of the art in face recognition using various deep learning methods, and it covers a variety of different topics related to face recognition. This book is aimed at graduate students studying electrical engineering and/or computer science. Biometrics is a course that is widely offered at both undergraduate and graduate levels at many institutions around the world: This book can be used as a textbook for teaching topics related to face recognition. In addition, the work is beneficial to practitioners in industry who are working on biometrics-related problems. The prerequisites for optimal use are the basic knowledge of pattern recognition, machine learning, probability theory, and linear algebra.
This book constitutes - in conjunction with the two-volume set LNCS 10954 and LNCS 10955 - the refereed proceedings of the 14th International Conference on Intelligent Computing, ICIC 2018, held in Wuhan, China, in August 2018. The 275 full papers and 72 short papers of the three proceedings volumes were carefully reviewed and selected from 632 submissions. The papers are organized in topical sections such as Evolutionary Computation and Learning; Neural Networks; Pattern Recognition; Image Processing; Information Security; Virtual Reality and Human-Computer Interaction; Business Intelligence and Multimedia Technology; Biomedical Informatics Theory and Methods; Swarm Intelligence and Optimization; Natural Computing; Quantum Computing; Intelligent Computing in Computer Vision; Fuzzy Theory and Algorithms; Machine Learning; Systems Biology; Intelligent Systems and Applications for Bioengineering; Evolutionary Optimization: Foundations and Its Applications to Intelligent Data Analytics; Swarm Evolutionary Algorithms for Scheduling and Combinatorial Optimization; Swarm Intelligence and Applications in Combinatorial Qoptimization; Advances in Metaheuristic Optimization Algorithm; Advances in Image Processing and Pattern Techniques; Bioinformatics.
This book treats the technology of radar imaging for remote sensing applications in a manner suited to the mathematical background of most earth scientists. It assumes no prior knowledge of radar on the part of the reader; instead it commences with a development of the essential concepts of radar before progressing through to a detailed coverage of contemporary ideas such as polarimetry and interferometry.
Because the technology of radar imaging is potentially complex the first chapter provides a framework against which the rest of the book is set. Together, the first four chapters present the technical foundations for remote sensing with imaging radar. Scattering concepts are then covered so that the reader develops the knowledge necessary for interpreting radar data, itself the topic of a later chapter which draws together the current thinking in the analysis of radar imagery.
The treatment is based on the assumption that the radars of interest are, in general, multi-polarised. Polarisation synthesis and polarised interferometric SAR are among the topics covered, as are tomography and the various forms of interferometry. A full chapter is given to bistatic radar, which is now emerging as an imaging technology with enormous potential and flexibility in remote sensing. The book concludes with a summary of passive microwave imaging.
A set of appendices is included that provide supplementary material, among which is an overview of the rather complicated process of image formation with synthetic aperture radar, and summaries of some of the mathematical procedures important for a full appreciation of radar as a remote sensing technology.
As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. As the text introduces new modeling skills, it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level. Rigging principles (Linking, Inverse Kinematics [IK], Forward Kinematics [FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention. This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling. This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching. Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity. A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.
This unique text/reference presents a detailed review of noise removal for photographs and video. An international selection of expert contributors provide their insights into the fundamental challenges that remain in the field of denoising, examining how to properly model noise in real scenarios, how to tailor denoising algorithms to these models, and how to evaluate the results in a way that is consistent with perceived image quality. The book offers comprehensive coverage from problem formulation to the evaluation of denoising methods, from historical perspectives to state-of-the-art algorithms, and from fast real-time techniques that can be implemented in-camera to powerful and computationally intensive methods for off-line processing. Topics and features: describes the basic methods for the analysis of signal-dependent and correlated noise, and the key concepts underlying sparsity-based image denoising algorithms; reviews the most successful variational approaches for image reconstruction, and introduces convolutional neural network-based denoising methods; provides an overview of the use of Gaussian priors for patch-based image denoising, and examines the potential of internal denoising; discusses selection and estimation strategies for patch-based video denoising, and explores how noise enters the imaging pipeline; surveys the properties of real camera noise, and outlines a fast approximation of nonlocal means filtering; proposes routes to improving denoising results via indirectly denoising a transform of the image, considering the right noise model and taking into account the perceived quality of the outputs. This concise and clearly written volume will be of great value to researchers and professionals working in image processing and computer vision. The book will also serve as an accessible reference for advanced undergraduate and graduate students in computer science, applied mathematics, and related fields. "The relentless quest for higher image resolution, greater ISO sensitivity, faster frame rates and smaller imaging sensors in digital imaging and videography has demanded unprecedented innovation and improvement in noise reduction technologies. This book provides a comprehensive treatment of all aspects of image noise including noise modelling, state of the art noise reduction technologies and visual perception and quantitative evaluation of noise." Geoff Woolfe, Former President of The Society for Imaging Science and Technology. "This book on denoising of photographic images and video is the most comprehensive and up-to-date account of this deep and classic problem of image processing. The progress on its solution is being spectacular. This volume therefore is a must read for all engineers and researchers concerned with image and video quality." Jean-Michel Morel, Professor at Ecole Normale Superieure de Cachan, France.
It is with greatpleasure that we present the proceedings of the 5th International Symposium on Visual Computing (ISVC 2009), which was held in Las Vegas, Nevada. ISVC o?ers a common umbrella for the four main areas of visual c- puting includingvision,graphics,visualization,andvirtualreality.Thegoalisto provide a forum for researchers, scientists, engineers, and practitioners throu- out the world to present their latest research ?ndings, ideas, developments, and applications in the broader area of visual computing. This year, the program consisted of 16 oral sessions, one poster session, 7 special tracks, and 6 keynote presentations. Also, this year ISVC hosted the Third Semantic Robot Vision Challenge.The responseto the call for papers was verygood;wereceivedover320submissionsfor themainsymposiumfromwhich we accepted 97 papers for oral presentation and 63 papers for poster presen- tion. Special track papers were solicited separately through the Organizing and Program Committees of each track. A total of 40 papers were accepted for oral presentation and 15 papers for poster presentation in the special tracks. All papers were reviewed with an emphasis on potential to contribute to the state of the art in the ?eld. Selection criteria included accuracy and originality of ideas, clarity and signi?cance of results, and presentation quality. The review process was quite rigorous, involving two to three independent blind reviews followed by several days of discussion. During the discussion period we tried to correct anomalies and errors that might have existed in the initial reviews.
This two-volume set LNCS 10911 and 10912 constitutes the refereed proceedings of the 10th International Conference on Cross-Cultural Design, CCD 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions.The 36 regular papers presented in this volume were organized in topical sections named: cross-cultural design methods and tools; cross-cultural product design; cultural Differences; and culture, emotions and design.
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